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  • binary_search not working for a vector<string>

    - by VaioIsBorn
    #include <iostream> #include <string> #include <vector> #include <algorithm> using namespace std; int main(void) { string temp; vector<string> encrypt, decrypt; int i,n, co=0; cin >> n; for(i=0;i<n;i++) { cin >> temp; encrypt.push_back(temp); } for(i=0;i<n;i++) { cin >> temp; decrypt.push_back(temp); } for(i=0;i<n;i++) { temp = encrypt[i]; if((binary_search(decrypt.begin(), decrypt.end(), temp)) == true) ++co; } cout << co << endl; return 0; } It reads two equal lists of strings and should print out how many of the words in the first list are also found in the second list, simple. Not giving me the expexted results and i think the problem is in binary_search. Can you tell me why ?

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  • C++ Array vs vector

    - by blue_river
    when using C++ vector, time spent is 718 milliseconds, while when I use Array, time is almost 0 milliseconds. Why so much performance difference? int _tmain(int argc, _TCHAR* argv[]) { const int size = 10000; clock_t start, end; start = clock(); vector<int> v(size*size); for(int i = 0; i < size; i++) { for(int j = 0; j < size; j++) { v[i*size+j] = 1; } } end = clock(); cout<< (end - start) <<" milliseconds."<<endl; // 718 milliseconds int f = 0; start = clock(); int arr[size*size]; for(int i = 0; i < size; i++) { for(int j = 0; j < size; j++) { arr[i*size+j] = 1; } } end = clock(); cout<< ( end - start) <<" milliseconds."<<endl; // 0 milliseconds return 0; }

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  • C++: Vector of objects vs. vector of pointers to new objects?

    - by metamemetics
    Hello, I am seeking to improve my C++ skills by writing a sample software renderer. It takes objects consisting of points in a 3d space and maps them to a 2d viewport and draws circles of varying size for each point in view. Which is better: class World{ vector<ObjectBaseClass> object_list; public: void generate(){ object_list.clear(); object_list.push_back(DerivedClass1()); object_list.push_back(DerivedClass2()); or... class World{ vector<ObjectBaseClass*> object_list; public: void generate(){ object_list.clear(); object_list.push_back(new DerivedClass1()); object_list.push_back(new DerivedClass2()); ?? Would be using pointers in the 2nd example to create new objects defeat the point of using vectors, because vectors automatically call the DerivedClass destructors in the first example but not in the 2nd? Are pointers to new objects necessary when using vectors because they handle memory management themselves as long as you use their access methods? Now let's say I have another method in world: void drawfrom(Viewport& view){ for (unsigned int i=0;i<object_list.size();++i){ object_list.at(i).draw(view); } } When called this will run the draw method for every object in the world list. Let's say I want derived classes to be able to have their own versions of draw(). Would the list need to be of pointers then in order to use the method selector (-) ?

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  • Are vector assignments copied by value or by reference in Google's Go language?

    - by Brian T Hannan
    In the following code, I create one peg puzzle then do a move on it which adds a move to its movesAlreadyDone vector. Then I create another peg puzzle then do a move on it which adds a move to its movesAlreadyDone vector. When I print out the values in that vector for the second one, it has the move in it from the first one along with the move from the second one. Can anyone tell me why it seems to be assigning by reference and not value? Are vector assignments copied by value or by reference in Google's Go language? package main import "fmt" import "container/vector" type Move struct { x0, y0, x1, y1 int } type PegPuzzle struct { movesAlreadyDone * vector.Vector; } func (p *PegPuzzle) InitPegPuzzle(){ p.movesAlreadyDone = vector.New(0); } func NewChildPegPuzzle(parent *PegPuzzle) *PegPuzzle{ retVal := new(PegPuzzle); retVal.movesAlreadyDone = parent.movesAlreadyDone; return retVal } func (p *PegPuzzle) doMove(move Move){ p.movesAlreadyDone.Push(move); } func (p *PegPuzzle) printPuzzleInfo(){ fmt.Printf("-----------START----------------------\n"); fmt.Printf("moves already done: %v\n", p.movesAlreadyDone); fmt.Printf("------------END-----------------------\n"); } func main() { p := new(PegPuzzle); cp1 := new(PegPuzzle); cp2 := new(PegPuzzle); p.InitPegPuzzle(); cp1 = NewChildPegPuzzle(p); cp1.doMove(Move{1,1,2,3}); cp1.printPuzzleInfo(); cp2 = NewChildPegPuzzle(p); cp2.doMove(Move{3,2,5,1}); cp2.printPuzzleInfo(); } Any help will be greatly appreciated. Thanks!

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  • How can I partition a vector?

    - by Karsten W.
    How can I build a function slice(x, n=2) which would return a list of vectors where each vector except maybe the last has size n, i.e. slice(letters, 10) would return list(c("a", "b", "c", "d", "e", "f", "g", "h", "i", "j"), c("k", "l", "m", "n", "o", "p", "q", "r", "s", "t"), c("u", "v", "w", "x", "y", "z")) ?

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  • vector drawing canvas in GWT

    - by Limbic System
    Are there are decent implementations of a vector graphics canvas in GWT? I would like to be draw arbitrary shapes and have them react to user input (mouse in/out/click/etc). There are wrappers for the HTML canvas, but that feature is not supported in older browsers (read: IE).

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  • Vector graphics on iPhone

    - by burki
    Hello! How you can use EPS files within your UIView. What do I have to do to display for example a EPS on the iPhone's screen? Do I need to convert it first to a PDF (if yes, how?)? Or are there any other way to bring vector graphics onto the iPhone? That would be very nice. Thanks.

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  • C++ Map of Vector of Structs?

    - by garsh0p
    So here's a snippet of my code: struct dv_nexthop_cost_pair { unsigned short nexthop; unsigned int cost; }; map<unsigned short, vector<struct dv_nexthop_cost_pair> > dv; I'm getting the following compiler error: error: ISO C++ forbids declaration of `map' with no type What's the proper way to declare this?

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  • Removing elements from C++ std::vector

    - by user219847
    What is the proper way to remove elements from a C++ vector while iterating through it? I am iterating over an array and want to remove some elements that match a certain condition. I've been told that it's a bad thing to modify it during traversal.

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  • Fast Esp Custom Stage Development

    - by user363610
    Hi, I am working on Enterprise Search and we are using Fast ESP and for now i have 4 projects but i have no information about stages and python. But i realize that i have learn custom stage development. Because we have a lot of difficulties about document processing. I want to know how can i develop custom stage and especially i wanna know about how i can find Attributefilter stage source code. I am waiting your answers

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  • fail-fast iterator

    - by joy
    I get this definition : As name suggest fail-fast Iterators fail as soon as they realized that structure of Collection has been changed since iteration has begun. what it mean by since iteration has begun? is that mean after Iterator it=set.iterator() this line of code? public static void customize(BufferedReader br) throws IOException{ Set<String> set=new HashSet<String>(); // Actual type parameter added **Iterator it=set.iterator();**

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  • Unity3d vector and matrix operations

    - by brandon
    I have the following three vectors: posA: (1,2,3) normal: (0,1,0) offset: (2,3,1) I want to get the vector representing the position which is offset in the direction of the normal from posA. I know how to do this by cheating (not using matrix operations): Vector3 result = new Vector3(posA.x + normal.x*offset.x posA.y + normal.y*offset.y, posA.z + normal.z*offset.z); I know how to do this mathematically Note: [] indicates a column vector, {} indicates a row vector result = [1,2,3] + {2,3,1}*{[0,0,0],[0,1,0],[0,0,0]} What I don't know is which is better to use and if it's the latter how do I do this in unity? I only know of 4x4 matrices in unity. I don't like the first option because you are instantiating a new vector instead of just modifying the original. Suggestions? Note: by asking which is better, I am asking for a quantifiable reason, not just a preference.

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  • Quartz2d vector images vs OpenGL vector description?

    - by tbarbe
    How big of a difference is the description language of Quartz2d to OpenGL ES? It seems they are similar in description power... except that Quartz is mostly 2d and that OpenGL is out of the box 3d ( but can be made 2d focused ). Are the mappings from 2dQuartz to 2d OpenGL ES that different? Im sure there must be differences in some specific features that might be handled differently on one vs another... but to do a translator? Anyone have experience with both OpenGL and Quartz2d have some insights?

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  • SVG drawing application with vector export

    - by Bram Jetten
    I want to create a drawing application where I can place text and images on a canvas. Those elements also need to be interactively manipulated. Eventually the resulting canvas has to be exported to a vector based PDF. An excellent contender for this functionality would be SVG. However, this application also needs to be crossbrowser compatible. I've been browsing around for some time now and have seen a couple of solutions available. I found among others RaphaelJS and Google's SVGWeb for working with SVG. Now for converting those SVG files to a PDF I'm not sure if for instance Batik will offer me what I am looking for. Also, how would bitmap images be handled when converting the SVG to PDF?

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  • Assigning a vector of one type to a vector of another type

    - by deworde
    Hi, I have an "Event" class. Due to the way dates are handled, we need to wrap this class in a "UIEvent" class, which holds the Event, and the date of the Event in another format. What is the best way of allowing conversion from Event to UIEvent and back? I thought overloading the assignment or copy constructor of UIEvent to accept Events (and vice versa)might be best.

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  • multidimensional vector rotation and angle computation -- how?

    - by macias
    Input: two multidimensional (for example dim=8) vectors a and b. I need to find out the "directed" angle (0-2*Pi, not 0-Pi) between those vectors a and b. And if they are not parallel I need to rotate vector b in plane a,b by "directed" angle L. If they are parallel, plane does not matter, but angle of rotation is still the same L. For 2d and 3d this is quite easy, but for more dimensions I am lost, I didn't find anything on google, and I prefer using some already proved&tested equations (avoiding errors introduced by my calculations :-D). Thank you in advance for tips, links, etc. Edit: dimension of the space is the same as dimension of the vectors.

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  • Does fast typing influence fast programming? [closed]

    - by Lukasz Lew
    Many young programmers think that their bottleneck is typing speed. After some experience one realizes that it is not the case, you have to think much more than type. At some point my room-mate forced me to turn of the light (he sleeps during the night). I had to learn to touch type and I experienced an actual improvement in programming skill. The most surprising was that the improvement not due to sheer typing speed, but to a change in mindset. I'm less afraid now to try new things and refactor them later if they work well. It's like having a new tool in the bag. Have anyone of you had similar experience? Now I trained a touch typing a little with KTouch. I find auto-generate lessons the best. I can use this program to create new lessons out of text files but it's only verbatim training, not auto-generated based on a language model. Do you know any touch typing program that allows creation of custom, but randomized lessons?

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